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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Super Thread is 511 pages long: 1 2 3 4 5 ... 100 200 300 400 500 ... 507 508 509 510 511 · «PREV / NEXT»
VMaiko
VMaiko


Known Hero
posted July 30, 2022 03:51 PM

Phoenix4ever said:
Why do you want them to close the project, when there are still bugs, unbalances and missing stuff in the game


I will be honest and direct, they will never finish fixing bugs and convincing everyone with balances, just as you think they are highly talented, they are also incompetent in some aspects cuz they're humans too.

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ldgrinn
ldgrinn

Tavern Dweller
posted August 07, 2022 10:12 AM

Hello,


Is it possible to stack my primary hero stats to 99 when wearing an artifact that already caps the stat?
say i have 97 spell power and with artifact +4 all stats, it appears to be 99, when i visit a building and get +1 spell power it stays 97.


But if I strip my artifacts before visiting the building, it will go 98.


So I was wondering if there was a way to improve that mechanic?

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NimoStar
NimoStar


Honorable
Legendary Hero
Modding the Unmoddable
posted August 09, 2022 08:06 PM
Edited by NimoStar at 20:31, 09 Aug 2022.

VMaiko said:
Phoenix4ever said:
Why do you want them to close the project, when there are still bugs, unbalances and missing stuff in the game


I will be honest and direct, they will never finish fixing bugs and convincing everyone with balances, just as you think they are highly talented, they are also incompetent in some aspects cuz they're humans too.


If HotA didn't even have the decency to fix magic mirror an utterly useless level 5 spell, I don't get why everyone is either that fanatic or hopeful that they will truly "Balance" the game, let alone that they have already done so.

Not only that but making it a mass spell would have fixed "the problem" with damage spells instead of boring and bad design of interference.

"But making Magic Mirror not suck and be completely unusable while also occupying you max guild slot would break the entire game!!!"
____________
Never changing = never improving

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 09, 2022 08:50 PM
Edited by Phoenix4ever at 20:52, 09 Aug 2022.

NimoStar said:
Not only that but making it a mass spell would have fixed "the problem" with damage spells instead of boring and bad design of interference.

I already did that myself, making the spell 7 times more powerful than before. Still I usually prefer to cast something like Slow, Blind, Chain Lightning, Implosion or Res/AD instead.

Also made Fire Shield and Slayer mass spells btw. I still hate those stupid fire immunities though. It ruins Fire Magic, for towns that should use Fire Magic. (Inferno and Conflux.)

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Mitsche91
Mitsche91


Hired Hero
posted August 22, 2022 09:51 AM

Some news from a Russian website, translated by Google

https://dtf.ru/games/1308084-avtory-horn-of-the-abyss-rasskazali-o-novyh-vozmozhnostyah-redaktora-kart-gryadushchego-obnovleniya


The authors of Horn of the Abyss talked about the new features of the map editor of the upcoming update
The team, of course, makes the Factory, but there will be improvements for the mapping.

Horn of the Abyss is a global unofficial expansion for Heroes of Might and Magic III that expands on classic gameplay elements and adds new ones.
News from the mod development team is very rare, but today they talked about the new features of the map editor of the upcoming update:
1. The ability to configure a number of objects that were previously impossible to configure. Previously, a customization option was added for creature banks, and in the next version it will be possible to customize almost all random objects - for example, Corpses, Treasure Chests and Shipwrecked.
With the ability to customize the presence of a specific artifact or resource in an object, the mapmaker has more opportunities to atmospherically beat the issuance of this artifact or resource to the player.


2. It will be possible to specify the value of the squad instead of the number of monsters in it. When using this setting for a random monster, the size of the squad will depend on the strength of the monster type that has fallen; on average, regardless of type, the strength of the unit will be approximately the same.
A similar mechanism has been used on random maps for a long time, but the map editor has not yet had such an opportunity. It will allow the mapper to more accurately design battles.


3. The ability to put Scrolls with Spells in place of artifacts will be introduced in many cases: for example, they can be given to heroes at the beginning of the game; a scroll with a certain spell can be claimed as a quest in the Seer's Hut.

This will give the mapper more fine-grained control over the scrolls in the player's hands. For example, by giving a player a scroll and then claiming it for a quest, the mapmaker will be able to take the spell from the player, which was previously almost impossible.


4. In the new version, it will be possible to configure whether the hero receives skills for his initial level or not. Thanks to this, it will be possible to put high-level heroes on the map that will not be “filled” with randomly dropped skills.
The interface for setting the hero's experience will also be improved: now you can set both the amount of experience and the specific level. They will allow you to set a fixed level for the hero.
Such heroes will not gain experience, but their level can be arbitrarily high. This allows you to implement the specializations of some heroes on puzzle maps.


5. It will be possible to set up specific special buildings of specific types of cities in random cities. For example, it will be possible to prohibit the Mana Whirlwind in a random city, but allow all other special buildings.


6. Pandora's Boxes will be able to drop additional movement points. This innovation will allow mappers to better control the actions of the AI or the player on the map, and can also be used to implement all sorts of tasks related to the calculation of movepoints.

Smaller innovations:
* In the new version, the mapmaker will be able to specify at what difficulty levels his map can be played.
* It will be possible to prohibit the player from hiring heroes.
* It will be possible to set non-standard requirements for raising artifacts: for example, the requirement to have a leadership skill. These requirements worked in The Restoration of Erathia and were randomly set for all artifacts with some chance.
* Several new sections have been added under some objects, making navigation in the "Objects for any terrain" section much more convenient.
* The template editor will also acquire new features, but it is not yet explained which ones.

The authors talked about the progress made in the remaining components of the update. Work has been completed on such a critical front as the city screen. Finished and cutscenes for the plot of the new campaign



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FdgK
FdgK


Adventuring Hero
posted August 22, 2022 12:43 PM

That's amazing news. Thanks for the update!

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Kazuo
Kazuo

Tavern Dweller
posted August 22, 2022 03:36 PM

Kazuo said:
Hello my Heroes
Redesign of some skills:

- Artillery: Level 1: 500 HP and shoots 1x / Level 2: 700 HP and shoots 2x / Level 3: 1000 HP and shoots 3x. (in addition it would correspond to the image 1 arrow, 2 arrows and 3 arrows). The machine finally appears when you defend your castle!
The eight heroes who have the Ballista specialty see their machine "reappear" at the end of the fight if it was destroyed.

- Ballistic : I don't know but it should.

- Diplomacy: I don't know but it should be.

- Eagle Eye: to be deleted! I really don't see how to make it interesting enough to replace another skill. There are still seven heroes with this skill. It's too sad!

- First Aid : Level 1 : 100 HP and 50 points mass heal for each unit / Level 2 : 200 HP (100 HP mass heal) / Level 3 : 500 HP (100 HP mass heal and resurrect units).
PS: The tent mass heal will be different from the "Cure" power in the hero's spellbook because it will only add HP and thus not remove malus.
The three heroes who have the specialty, increases the HP power and their tent "reappears" at the end of the fight if it was destroyed. Finally the care of their tent will also remove the malus.

- Leadership & Lucky: no change but the game blocks at +3 / -3 even if you have items. I would remove this limit and therefore it will increase the bonus / malus chances of having morale and luck.
Other choice: (if we keep the limit) Each level adds +1 to his army and at the same time adds -1 to the enemy army. Will force to find AND especially to use the artifacts not to be penalized too much for fear that the opponent has this skill.

- Learning : Level 1 : +10%, Level 2 : +15% and Level 3 : +25%, AND from Level 1 onwards, when gaining each level, the player chooses where to allocate his skill points.

- Logistics : Level 1 : +10% / Level 2 : +20% / Level 3 : +30%.

- Navigation : No change, except for the three heroes who have this specialty when fighting on a ship or boarding (beach), there is a turret with a cannon that fires (a bit like in a castle and its 3 towers). [If it's too complicated for the developers, my other choice: All units have +5 speed on the 1st turn].

- Pathfinding: Lvl 1: reduces movement penalty by 50% / Lvl 2: reduces movement penalty by 100% / Lvl 3: (On the combat map) All your units have +1 speed (as if it was their natural terrain and +2 for the unit that is on its natural terrain). Moreover you can dig on the map (1x) AND move your hero.

- Resistance (it reappears!) : Level 1 : 10% resistance to the spell / Level 2 : 20% resistance / Level 3 : 40% resistance.
And of course return of the artifacts of resistance.
[Other choice (a bit like fairy dragons do) : Level 1 : 5% of returning the spell on an enemy / Level 2 : 10% / Level 3 : 20%.
PS : if it's a mass spell, it's counted each time for each unit so our spell can be sent back on several units.

- Scouting : Level 2 : +3 scouting + indicates the number of units of the enemy and neutral armies (like the spell "Visions"). / Level 3 : +5 scouting + also indicates the number of units in the buildings to capture AND indicates the treasures in reward. Also shows rewards for quests and what's in the mills.
Both heroes with this specialty will see in combat traps and quicksand + 5% movement bonus every five levels.
PS: As with the "Visions" spell, the distance of vision will depend on our spellpower.

- Sorcery : Level 3 : Allows you to cast a second spell at the beginning of the fight (1x per fight)


I've tried to balance all the skills so that each one is perceived as a real bonus and not a burden. Of course the schools of magic are still essential but here I think that each one is a pleasure to have.
The other skills, I don't think need to be changed.

Translated with www.DeepL.com/Translator (free version)

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FdgK
FdgK


Adventuring Hero
posted August 23, 2022 12:54 PM

Hi Kazuo,
I think your post better fits in the Ideas and Suggestions thread.

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VMaiko
VMaiko


Known Hero
posted August 23, 2022 06:22 PM

Mitsche91 said:
Some news from a Russian website, translated by Google

https://dtf.ru/games/1308084-avtory-horn-of-the-abyss-rasskazali-o-novyh-vozmozhnostyah-redaktora-kart-gryadushchego-obnovleniya


The authors of Horn of the Abyss talked about the new features of the map editor of the upcoming update
The team, of course, makes the Factory, but there will be improvements for the mapping.

Horn of the Abyss is a global unofficial expansion for Heroes of Might and Magic III that expands on classic gameplay elements and adds new ones.
News from the mod development team is very rare, but today they talked about the new features of the map editor of the upcoming update:
1. The ability to configure a number of objects that were previously impossible to configure. Previously, a customization option was added for creature banks, and in the next version it will be possible to customize almost all random objects - for example, Corpses, Treasure Chests and Shipwrecked.
With the ability to customize the presence of a specific artifact or resource in an object, the mapmaker has more opportunities to atmospherically beat the issuance of this artifact or resource to the player.


2. It will be possible to specify the value of the squad instead of the number of monsters in it. When using this setting for a random monster, the size of the squad will depend on the strength of the monster type that has fallen; on average, regardless of type, the strength of the unit will be approximately the same.
A similar mechanism has been used on random maps for a long time, but the map editor has not yet had such an opportunity. It will allow the mapper to more accurately design battles.


3. The ability to put Scrolls with Spells in place of artifacts will be introduced in many cases: for example, they can be given to heroes at the beginning of the game; a scroll with a certain spell can be claimed as a quest in the Seer's Hut.

This will give the mapper more fine-grained control over the scrolls in the player's hands. For example, by giving a player a scroll and then claiming it for a quest, the mapmaker will be able to take the spell from the player, which was previously almost impossible.


4. In the new version, it will be possible to configure whether the hero receives skills for his initial level or not. Thanks to this, it will be possible to put high-level heroes on the map that will not be “filled” with randomly dropped skills.
The interface for setting the hero's experience will also be improved: now you can set both the amount of experience and the specific level. They will allow you to set a fixed level for the hero.
Such heroes will not gain experience, but their level can be arbitrarily high. This allows you to implement the specializations of some heroes on puzzle maps.


5. It will be possible to set up specific special buildings of specific types of cities in random cities. For example, it will be possible to prohibit the Mana Whirlwind in a random city, but allow all other special buildings.


6. Pandora's Boxes will be able to drop additional movement points. This innovation will allow mappers to better control the actions of the AI or the player on the map, and can also be used to implement all sorts of tasks related to the calculation of movepoints.

Smaller innovations:
* In the new version, the mapmaker will be able to specify at what difficulty levels his map can be played.
* It will be possible to prohibit the player from hiring heroes.
* It will be possible to set non-standard requirements for raising artifacts: for example, the requirement to have a leadership skill. These requirements worked in The Restoration of Erathia and were randomly set for all artifacts with some chance.
* Several new sections have been added under some objects, making navigation in the "Objects for any terrain" section much more convenient.
* The template editor will also acquire new features, but it is not yet explained which ones.

The authors talked about the progress made in the remaining components of the update. Work has been completed on such a critical front as the city screen. Finished and cutscenes for the plot of the new campaign





All this could already be done since the invention of WoG and now much better seen in ERA.

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gnollking
gnollking


Supreme Hero
posted August 23, 2022 09:10 PM

Holy hell all of those points are so damn nice as a mapmaker! Previously I was pretty indifferent waiting for the release but with these news I'm actually so excited. Seems like my XL map release has to wait a bit longer again.

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bloodsucker
bloodsucker


Legendary Hero
posted August 23, 2022 11:55 PM

VMaiko said:
All this could already be done since the invention of WoG and now much better seen in ERA.
Yeah! But now instead of writing ten lines of code in a proprietary language you use a dropdown list. It's like saying all Delphi does can be done in Pascal...
____________

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Winston
Winston


Adventuring Hero
posted August 24, 2022 12:17 AM

bloodsucker said:
VMaiko said:
All this could already be done since the invention of WoG and now much better seen in ERA.
Yeah! But now instead of writing ten lines of code in a proprietary language you use a dropdown list. It's like saying all Delphi does can be done in Pascal...

Ironic because HotA is so proprietary the devs put DRM in it to lock you out of making plugins with a required version of the HD mod, literally a black box. While anyone can freely create their own modifications with WoG because it was made with the spirit of supporting modding instead of preventing it.

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bloodsucker
bloodsucker


Legendary Hero
posted August 24, 2022 01:45 AM

Winston said:
Ironic because HotA is so proprietary the devs put DRM in it to lock you out of making plugins with a required version of the HD mod, literally a black box. While anyone can freely create their own modifications with WoG because it was made with the spirit of supporting modding instead of preventing it.
And what did I said that goes against that?
I've learned that proprietary language and coded some stuff with it. It doesn't invalidate the fact that knowledge will have no other use.
____________

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Kilkakon
Kilkakon


Hired Hero
posted August 25, 2022 02:43 PM

Great article! Some fun new features thrown in and a sneaky look at one of the new dwellings from the looks of it And nice art of the new campaign hero.

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gavinmagnus
gavinmagnus

Tavern Dweller
posted August 26, 2022 08:45 PM
Edited by gavinmagnus at 11:13, 27 Aug 2022.

Hello, I'd love to announce the premiere of h3Sarmatia:

Trailer h3Sarmatia
https://www.youtube.com/watch?v=4AANR8BeL48

(sorry for not working youtube link, BB seems to be broken)

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NimoStar
NimoStar


Honorable
Legendary Hero
Modding the Unmoddable
posted August 27, 2022 06:26 AM

While the maps additions are nice I agree with the HotA-bashing in regards that people will go "wow, unprecedented level of freedom" while this isn't really so. As many don't play ERA/VCMI they believe that if hota does 1% of the features other mods have, it's "genius hota". You can't really change this, it's the victory of marketing and people preferring a prefinished product rather than customizing the game themselves.
____________
Never changing = never improving

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shev441
shev441


Adventuring Hero
posted August 27, 2022 11:28 AM

Will you loosers just shut up about VCMI/WOG?
This is hota thread, I want here to read comments about Hota, not other H3 mods. You are spamming non related things to topic all the time. If you want to talk about those, just go their topic on theses forums.


New changes seems interesting, ability to modify more object will bring better maps in future. I like ability to edit random objects like sceleton or treasure chest the most. It sounds cool to set level of difficulity required.

Does any of you know what does it mean that "some arts will require certein skill to grab them". They said that smth similar was in original H3, but I do not recall.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted August 27, 2022 12:27 PM

I remember in RoE, some artifacts requirering Leadership to pick them up. (A huge advantage for Castle and disadvantage for Necro.)
I personally did'nt like this, but as long as you have full control in the map editor, more options is only a good thing.

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Mitsche91
Mitsche91


Hired Hero
posted August 27, 2022 03:29 PM

Phoenix4ever said:
I remember in RoE, some artifacts requirering Leadership to pick them up. (A huge advantage for Castle and disadvantage for Necro.)
I personally did'nt like this, but as long as you have full control in the map editor, more options is only a good thing.


That‘s how I would guess it will be, too. If you didn‘t customize artifacts in RoE there would be some features like the morale thing or a leprechaun who wanted to be paid for it or something like that. Probably the HotA team will add some more of these features.

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gavinmagnus
gavinmagnus

Tavern Dweller
posted August 28, 2022 12:01 PM
Edited by gavinmagnus at 12:04, 28 Aug 2022.



Pvp in Heroes has many problems - control spells are not balanced, the first turns are too intense instead of being a warm-up, no economy and no castle development, banks randomness, unlucky morale = gg ... h3Sarmatia is a template that proposes a slightly different style of play, solving these problems. Feel free to play!

https://heroesthreetemplates.github.io/h3Sarmatia/

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